Some things you see with your eyes. Others, you see with your heart. — The Land Before Time.Here we have Littlefoot, only fully grown and grumpy.
Cost:
At 330 points, the Tontorr is one of the most expensive models in the game and fairly priced.
Strengths:
- 16 Attacks: Thanks to its special rules, the Tontorr usually lands 11 hits, making it a serious threat in combat.
- Cleave 1: In melee, the Tontorr’s Clash attacks reduce the opponent’s armor by 1.
- Relentless Blows: Every 1 rolled in a Clash action counts as two hits.
- Linebreaker: With Clash and Impacts, the regiment ignores the enemy’s Bastion and Shield special rules. However, this does not apply to attached regiments or riders.
- Impact 6 & Brutal Impact 2: On the Charge (if it happens), the Tontorr delivers 6 Impact hits with -2 armor for the enemy. Sounds great, but it’s hindered by its Clash 2.
- Trample 8: At the end of its activation, an enemy in the front suffers 8 auto-hits without special rules and without requiring Resolve tests.
- Inspired: Stands in this regiment, including character stands with a rider, always benefit from the Inspire special rule, granting them +1 Clash for Clash actions.
- Fearless: Immune to Terrifying.
- Oblivious: For every two failed Resolve tests, the regiment suffers only 1 damage (rounded up).
- Durability: While D3 R3 is only moderate, Oblivious and a massive 26 Wounds allow the Tontorr to stay in the fight for a long time.
- Towering Presence: The stands in this regiment count as Size 4, meaning the long-necked behemoth can always see and be seen—which also makes it a prime target for ranged attacks.
- March of Giants: The March characteristic and distance of this regiment cannot be negatively affected by abilities, special rules, or terrain. This is rarely useful, as only two abilities in the game currently impact movement negatively.
- 6 Stands for Seizing: A Tontorr counts as 6 stands when contesting a zone. Combined with Chants, it almost always outmatches opponents.
- Chants: Generates a Chant Marker, supporting the W’adrhŭn mechanics and granting access to many useful abilities.
- Chant: Dominating Presence: This Tontorr-exclusive Battlecry is chanted with three markers from any cult, making the Tontorr count as 8 stands and ignoring effects that would count it as fewer (though none exist yet).
Weaknesses:
- Limited Mobility: With Movement 6, it’s not particularly fast for a heavy unit. While Famine Chant can occasionally enable a Charge, it mostly relies on Move Charge.
- Expensive: For the price of one Tontorr, you could field two other regiments, so it’s important to weigh whether the investment is worth it.
- Battlefield Role - The Cults: This keyword currently offers no synergies within the faction.
General Tactics:
Beyond the psychological impact of a Tontorr on the battlefield, it’s important to remember that it can hold a zone for two to three rounds against even the strongest regiments. However, it’s crucial to ensure that Impact Cavalry like the Crimson Tower doesn’t get a Move Charge against it.
Don’t hesitate to use Dead Tier 2 or Conquest Tier 2 to keep it stable. Dead 2 is particularly great, as the reroll 6s and +1 Stand effect is more than sufficient against many threats. However, the true defense of the Tontorr is simply its 26 Wounds.
Due to its lack of a reroll for Charges, it usually relies on Move Charge, even with Famine Tier 2. A failed Charge, especially one that leaves it outside a zone, can cost you the game. Before declaring a Charge on a 2+, always consider: "What happens if I fail this?" If the answer is "I’m screwed," then don’t do it. However, once engaged in melee, the Tontorr can take on and defeat most regiments in the game, except for Incarnate Blocks. But since it’s often twice as expensive as its opponents, that’s simply to be expected.
A rider can make it even tankier by giving it Tenacious, adding an extra stand—potentially making a Tontorr worth up to 9 stands. While Tenacious is a strong addition, I personally prefer running it without a rider.
What the Tontorr absolutely needs, however, is a supporting regiment—either to protect it from devastating Charges or to tie up enemies so that the Tontorr can successfully land its own attacks. Otherwise, it struggles to reach combat effectively.
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